Jolting Chain: Where's the damage?


AllYourBase

 

Posted

I looked at the damage numbers on this power before taking it and it seemed like a decent attack that does DoT damage, but it only does one tick of damage and stops. Is it bugged or just a bad description?


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

It's a bad description. What you're seeing in the description is the damage it does to EACH target that it jumps to.

So how it really goes is:

Piddly Damage
Knockdown
JUMP
Piddly Damage
Knockdown
JUMP
Piddly Damage
Knockdown
JUMP

Etc.


 

Posted

And this is the only trouble of Elec Control. It has pathetic damage output. Yes Jolting Chain doesn't do anything persay bad, keeps them controled quite well and recharges fast. But it doesn't do almost any noticeable damage. This doesn't hurt controllers that much cause of overpower. But for Doms, and the fact that alot of the powers in Elec control don't benefit from Domination, you can lock them down quite well but your really dependant on your primary to kill them, my elec/elec dom is getting anyoned by that. Yeah I think that Jolting Chain and some of the other powers really need a damage boost nothing big just something more then chain fences grr.


 

Posted

Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.

It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some.


 

Posted

Maybe I am mistaken, but Control sets aren't exactly known for their damage... (with a notable exception). And I LOVE [Jolting Chain] I think it is one of the better and more innovative control powers out there.



 

Posted

Quote:
Originally Posted by OmnipotentMerlin View Post
And this is the only trouble of Elec Control. It has pathetic damage output. Yes Jolting Chain doesn't do anything persay bad, keeps them controled quite well and recharges fast. But it doesn't do almost any noticeable damage. This doesn't hurt controllers that much cause of overpower. But for Doms, and the fact that alot of the powers in Elec control don't benefit from Domination, you can lock them down quite well but your really dependant on your primary to kill them, my elec/elec dom is getting anyoned by that. Yeah I think that Jolting Chain and some of the other powers really need a damage boost nothing big just something more then chain fences grr.
Electric control seems to sacrifice damage for the endurance drain/recovery of the set. Which i would say is more of a problem for controllers as they don't have a secondary of damage. Electric Assault has a high single target focus to it you should be putting the spawn to sleep then hold a target and burn it down with electric assault then rinse repeat. About the only thing i think would be nice is to add end drain mod to domination but it's not needed as the set does a good job already for that.

They can't raise jolting damage because then it wouldn't jump as much because you would be killing the target it's not a attack power is a control power and follows the same concept of gale that some people this is a attack power and causes more problems with lowbie storms in teams with AE debuffs because they want to use it for the minor damage. If they do raise the damage in the set i would expect it to come in the immobilizes and the pets.


 

Posted

Quote:
Originally Posted by Quixotik View Post
I looked at the damage numbers on this power before taking it and it seemed like a decent attack that does DoT damage, but it only does one tick of damage and stops. Is it bugged or just a bad description?
My first instinct was to tell you to quit complaining because JC is no different from numerous other control powers being low damage, but then I realized it was essentially a single target control and compared to others like it (lift, levitate, propel) it does jack for damage.

I suppose someone will argue that it's an AoE, so it should do less damage, but I think even stacking it up against those types of powers it's going to do less overall damage just based on its leaping nature as opposed to the cone/AoE nature of other controls like Hot Feet, Flashfire, Terrify, Flashfreeze, Carrion Creepers, Stalagmites, etc.

Also, considering electric lost damage when Conductive Aura was made non-damaging, I really do agree that JC should get a dmg boost.

Not as hard hitting as Lift, Levitate or Propel, but certainly more than an AoE like Flashfreeze or Stalagmites.


Please buff Ice Control.

 

Posted

Quote:
Originally Posted by SoftRogue View Post
Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.

It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some.
Dot effects would be bad as that would keep waking them up from sleep. The ae immobilize has no dot effect for this very reason.


 

Posted

Why are we looking for damaging primaries on Doms? Isn't that what your assault set is for? My Mind/Fire does a ton of damage and none of it comes from her primary.


japan

 

Posted

Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

Quote:
Originally Posted by SoftRogue View Post
Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.

It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some.
Adding DoT would render the placeable sleep power totally useless and lower the level of control from the set as a whole.

I think the set was designed to let us control mobs in a different way from the usual, with sleeps, knockdown and endurance drain. Its not about the damage at all, beyond the pets and confused foes at least.


 

Posted

Quote:
Originally Posted by Quixotik View Post
Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.
For my elec/ice its gold, especially since its cheap to slot and will take one or two handy procs.

So yeah for something like Earth assault it may be overshadowed but for me its another layer of soft control.

Mind you it was given a straight damage buff, not DoT I wouldn't complain bit for a domi I'm not crying out for it. Maybe more damage for the first strike, to help out controllers.


 

Posted

I agree with the sentiment that this should be given a damage increase for Controllers. Having played several controllers to high level, Electricity feels unduly weak.

Having bought GR solely for Electricity Control I feel short-changed that its damage is sub-par, even for a controller. We are talking e-l-e-c-t-r-i-c-i-t-y here!


 

Posted

Quote:
Originally Posted by Epiphany_EU View Post
I agree with the sentiment that this should be given a damage increase for Controllers. Having played several controllers to high level, Electricity feels unduly weak.

Having bought GR solely for Electricity Control I feel short-changed that its damage is sub-par, even for a controller. We are talking e-l-e-c-t-r-i-c-i-t-y here!
Yeah but this could be high voltage/low amps Electricity we are controlling


 

Posted

Quote:
Originally Posted by Lillika View Post
Yeah but this could be high voltage/low amps Electricity we are controlling
Then GR should have had that as a tagline.


 

Posted

Increasing the damage wouldn't help the power very much, because if you increase it's likelyhood of killing your target, you DECREASE it's likelyhood of successfully chaining.

If Jolting Chains kills the mob it jumps to. There are no more jumps, in that chain.

Sure now you have a potentially better damage power, but it's control is that much weaker.


EDIT: If they were going to put the damage increase anywhere, I would say put it into Chain Fences. It's a 1shot, non-dot application which minimizes it's interference with Static Field. PLUS it's useful for keeping mobs in the field and your aura.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
Increasing the damage wouldn't help the power very much, because if you increase it's likelyhood of killing your target, you DECREASE it's likelyhood of successfully chaining.

If Jolting Chains kills the mob it jumps to. There are no more jumps, in that chain.

Sure now you have a potentially better damage power, but it's control is that much weaker.


EDIT: If they were going to put the damage increase anywhere, I would say put it into Chain Fences. It's a 1shot, non-dot application which minimizes it's interference with Static Field. PLUS it's useful for keeping mobs in the field and your aura.
I don't think killing the primary target is a real concern. First off the damage boost i'm picturing would put it a bit below a tier one blast or dmg ST control attack like levitate. Second, you can always target someone else. Third, killing a target isn't necessarily a bad thing as dead foes don't need controlling. And fourth, when the power gives you the most control is when there are a lot of targets. So you'd have a lot to choose from to hit. If there are only a couple left, I'm not sure you'd be worrying about JC controlling anything anymore.


Please buff Ice Control.

 

Posted

Quote:
Originally Posted by DarkCurrent View Post
I don't think killing the primary target is a real concern. First off the damage boost i'm picturing would put it a bit below a tier one blast or dmg ST control attack like levitate. Second, you can always target someone else. Third, killing a target isn't necessarily a bad thing as dead foes don't need controlling. And fourth, when the power gives you the most control is when there are a lot of targets. So you'd have a lot to choose from to hit. If there are only a couple left, I'm not sure you'd be worrying about JC controlling anything anymore.
It might partially simply be that GR runs fairly laggy for my computer, but I find changing targets mid combat trying to find one that I'm reasonably sure JC WONT kill on my controller (my dom's still in it's infancy) to be an unnecessary hassle. This would only be compounded if JC did more damage, and would reduce it to effectively a single target power if all the mobs are relatively low on life. Not to mention it wastes valuable time.

Mobs still deal just as much damage with 10% health as they do with 100%, and still need to be controlled.

Again, I personally feel that Chain Fences would be a more ideal place for increased damage.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Quixotik View Post
Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.
I disagree that it's useless in the context of the set. The thing is that Jolting Chain is more or less unique in terms of its role in a control set; none of the other sets have an immediate short-term AoE active-mitigation power (there are a few such powers in single-target form with Lift and Levitate). The saving grace of Jolting Chain is that for an AoE soft control it recharges incredibly fast, enough to work into an attack chain and keep your enemies constantly on their backsides in addition to whatever else you might be doing. It also has obvious application against mez-resistant enemies, of course.

It's relatively skippable, but I wouldn't call it terrible or useless. Personally I prefer it over the immobs on a dom, but that's a matter of taste.


 

Posted

The thing is, JC is an AoE control power, not a single target one. And, due to its unique nature, increasing its damage would actually REDUCE its overall effectiveness as a control power AND a damage power. Even if you target a healthy-enough foe to survive the initial hit, it could easily jump to a target who is nearly defeated and kill it, stopping the chain. Then, suddenly you have however many foes remaining still on their feet because one died. It isn't like other AoEs that will attempt to affect each target regardless of a successful hit on the others. A chain is only as strong as its weakest link.


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
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Posted

Quote:
Originally Posted by AllYourBase View Post
The thing is, JC is an AoE control power, not a single target one. And, due to its unique nature, increasing its damage would actually REDUCE its overall effectiveness as a control power AND a damage power. Even if you target a healthy-enough foe to survive the initial hit, it could easily jump to a target who is nearly defeated and kill it, stopping the chain. Then, suddenly you have however many foes remaining still on their feet because one died. It isn't like other AoEs that will attempt to affect each target regardless of a successful hit on the others. A chain is only as strong as its weakest link.
They need to fix its secondary chaining mechanic to make this power more effective as a control. On a few occasions I have seen a second chain jump around but it seems to have a very low chance of doing so.

I can tell you from using procs in this power that I have already gotten into the habit of selecting a target with more HP. Switching initial targets and fixing the secondary chaining mechanic would allow this power to retain its control function if the devs ever decided to boost the damage on Jolting Chain.


 

Posted

What exactly do you mean by "a second chain"? Do you mean a branching chain (like the chain travels down both sides of a spawn), a repeated chain (like one activation affects at least some enemies twice), or something else?

If you are referring to the basic jumping-between-foes not consistently occurring even when the target isn't defeated by the power, I'd say that's a bug and would agree that it needs to be fixed. I've never seen that happen, though, so I assume that is not what you mean.

At any rate, I'm pretty certain that the core mechanics of the game prevent a chain power from firing off a defeated foe. Something in the back of my mind remembers a similar discussion when Chain Induction was introduced. I could be wrong; it wouldn't be the first time.


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

A branching chain is what I was referring to. I noticed on rare occasion that a white lightning bolt will spawn and take an alternate path. It looks much like Synaptic Overloads secondary paths except I don't have Synaptic yet. It happens very infrequent as far as I can tell and may only provide one jump. I noticed it when a few mobs in a spawn were killed by Jolting's main chaining branch yet others in the spawn were being KD by a light colored jolting bolt.

Hopefully someone else noticed too and is able to report more based on their observations. In the meantime I'll take a closer look next time I'm playing my Elec controller


 

Posted

Quote:
Originally Posted by AllYourBase View Post
At any rate, I'm pretty certain that the core mechanics of the game prevent a chain power from firing off a defeated foe. Something in the back of my mind remembers a similar discussion when Chain Induction was introduced. I could be wrong; it wouldn't be the first time.
This is true, it works one of two ways (i'm not sure which) the first way is that it summons a pseudo-pet at the location of it's target. Since the mob died, there is no longer a target location to summon the pet at, so it fizzles (this is what causes Transfusion to fail if you hit a dying mob).

The other way (the way Chain Induction used to work, not sure if they changed it) is to grant the target a temporary power that when it fires, damages/etc one of the target's allies. Obviously, if the target isn't alive to use powers, this method won't work on it.

IF however the power TARGETED a Defeated Foe in the first place, then it would work, because it would have a valid target. And no, I do not believe there is a way to code a power to target either/both a live and/or a defeated foe.


@Oathbound & @Oathbound Too

 

Posted

Perhaps tangential, but I've been finding Jolting Chain very useful on my Elec/Earth, using this procedure:

1. Drop a Static Field. Enemies are sleeping.
2. Run into melee and Jolting Chain. Enemies are knocked down.
3. While enemies are getting up, Tremor. Enemies are knocked down again.
4. By the time the enemies get up, they're sleeping again.
5. Use single target hold and attacks until Tremor recharges. Repeat as necessary.

I can see this method being similarly useful for any Dom with a PBAoE attack. Jolting Chain lets you soft-control enemies that you're about to hit with PBAoE, so they don't all wake up at once and punch you. By the time JC and the PBAoE finish, they're sleeping again. Additionally, JC has a bit of endurance drain, which stacks with the sapping from Conductive Aura and Static Field. And having effective end drain at level 12 is amazing.


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